Game systems and methods

ABSTRACT

Example game systems and methods are described. In one implementation, a sensing device determines an identity of a game piece in a physical space and detects a movement action associated with the game piece. A computing device calculates a distance and direction associated with the movement action and determines a result of the movement action based on the distance, the direction, and the identity of the game piece.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application Ser.No. 62/687,591, entitled “Game Mechanics,” filed Jun. 20, 2018, thedisclosure of which is incorporated herein by reference in its entirety.

TECHNICAL FIELD

The present disclosure relates to systems and methods for use withvarious types of games and gaming environments.

BACKGROUND

Many physical games are played on a simulated battlefield or othersimulated environment. These physical games are often played withphysical game pieces that represent different creatures, people,weapons, vehicles, objects, and the like. The particular types of gamepieces used in a specific game will vary based on the type of game. Forexample, a military battle game may include game pieces that representsoldiers, military weapons, military vehicles, and so forth.

In many situations, the game pieces have different attributes thatrepresent characteristics of the game piece, such as fightingcapabilities, strengths, weaknesses, and the like. When two or more gamepieces engage one another (e.g., battle each other), the result of theengagement is based on multiple factors, such as the characteristics ofeach game piece, the locations of the game pieces with respect to eachother, the current game situation, and so forth.

These types of physical games may be time-consuming due to the complexrules and detailed calculations necessary to determine the results ofeach engagement of two or more game pieces. In some situations, it isnecessary to measure distances between game pieces, angles of attackbetween game pieces, obstacles and other intervening terrain, and otherphysical characteristics, then apply that information to the engagementrules and engagement algorithms that determine the results of eachengagement. These measurements and calculations can take considerabletime and slow the overall progress of the game.

Accordingly, what is needed is an improved approach for game play.

BRIEF DESCRIPTION OF THE DRAWINGS

Non-limiting and non-exhaustive embodiments of the present disclosureare described with reference to the following figures, wherein likereference numerals refer to like parts throughout the various figuresunless otherwise specified.

FIG. 1 illustrates an embodiment of a gaming environment with two gamepieces.

FIG. 2 illustrates an embodiment of a sensing device determining anidentity of a particular game piece.

FIG. 3 illustrates an embodiment of a movement action associated with agame piece and simulated by moving the sensing device.

FIG. 4 illustrates an embodiment of simulating a movement action with asensing device.

FIG. 5 illustrates an embodiment of a physical movement of a game piecein a gaming environment.

FIGS. 6-8 illustrate an embodiment of a first game piece engaging with asecond game piece.

FIG. 9 illustrates an embodiment of measuring a distance between twogame pieces on a game board having a grid.

FIG. 10 illustrates an embodiment of detecting a barrier between twogame pieces on a game board having a grid.

FIG. 11 illustrates an embodiment of a method for identifying gamepieces and their movement within a physical space.

FIG. 12 illustrates an embodiment of a gaming environment with multiplecameras to capture multiple images from different perspectives.

FIG. 13 illustrates an embodiment of a method for setting up and playinga game within a gaming environment.

FIG. 14 illustrates an embodiment of a method for determining theresults of an engagement between two game pieces.

FIG. 15 illustrates an embodiment of a display showing a range ofmovement for a game piece.

FIG. 16 illustrates an embodiment of a sensing device.

FIG. 17 illustrates an example block diagram of a computing device.

DETAILED DESCRIPTION

In the following disclosure, reference is made to the accompanyingdrawings, which form a part hereof, and in which is shown by way ofillustration specific implementations in which the disclosure may bepracticed. It is understood that other implementations may be utilizedand structural changes may be made without departing from the scope ofthe present disclosure. References in the specification to “oneembodiment,” “an embodiment,” “an example embodiment,” etc., indicatethat the embodiment described may include a particular feature,structure, or characteristic, but every embodiment may not necessarilyinclude the particular feature, structure, or characteristic. Moreover,such phrases are not necessarily referring to the same embodiment.Further, when a particular feature, structure, or characteristic isdescribed in connection with an embodiment, it is submitted that it iswithin the knowledge of one skilled in the art to affect such feature,structure, or characteristic in connection with other embodimentswhether or not explicitly described.

Implementations of the systems, devices, and methods disclosed hereinmay comprise or utilize a special purpose or general-purpose computerincluding computer hardware, such as, for example, one or moreprocessors and system memory, as discussed herein. Implementationswithin the scope of the present disclosure may also include physical andother computer-readable media for carrying or storingcomputer-executable instructions and/or data structures. Suchcomputer-readable media can be any available media that can be accessedby a general purpose or special purpose computer system.Computer-readable media that store computer-executable instructions arecomputer storage media (devices). Computer-readable media that carrycomputer-executable instructions are transmission media. Thus, by way ofexample, and not limitation, implementations of the disclosure cancomprise at least two distinctly different kinds of computer-readablemedia: computer storage media (devices) and transmission media.

Computer storage media (devices) includes RAM, ROM, EEPROM, CD-ROM,solid state drives (“SSDs”) (e.g., based on RAM), Flash memory,phase-change memory (“PCM”), other types of memory, other optical diskstorage, magnetic disk storage or other magnetic storage devices, or anyother medium which can be used to store desired program code means inthe form of computer-executable instructions or data structures andwhich can be accessed by a general purpose or special purpose computer.

An implementation of the devices, systems, and methods disclosed hereinmay communicate over a computer network. A “network” is defined as oneor more data links that enable the transport of electronic data betweencomputer systems and/or modules and/or other electronic devices. Wheninformation is transferred or provided over a network or anothercommunications connection (either hardwired, wireless, or a combinationof hardwired or wireless) to a computer, the computer properly views theconnection as a transmission medium. Transmissions media can include anetwork and/or data links, which can be used to carry desired programcode means in the form of computer-executable instructions or datastructures and which can be accessed by a general purpose or specialpurpose computer. Combinations of the above should also be includedwithin the scope of computer-readable media.

Computer-executable instructions comprise, for example, instructions anddata which, when executed at a processor, cause a general purposecomputer, special purpose computer, or special purpose processing deviceto perform a certain function or group of functions. The computerexecutable instructions may be, for example, binaries, intermediateformat instructions such as assembly language, or even source code.Although the subject matter is described in language specific tostructural features and/or methodological acts, it is to be understoodthat the subject matter defined in the appended claims is notnecessarily limited to the described features or acts described herein.Rather, the described features and acts are disclosed as example formsof implementing the claims.

Those skilled in the art will appreciate that the disclosure may bepracticed in network computing environments with many types of computersystem configurations, including, personal computers, desktop computers,laptop computers, message processors, handheld devices, multi-processorsystems, microprocessor-based or programmable consumer electronics,network PCs, minicomputers, mainframe computers, mobile telephones,PDAs, tablets, pagers, routers, switches, various storage devices, andthe like. The disclosure may also be practiced in distributed systemenvironments where local and remote computer systems, which are linked(either by hardwired data links, wireless data links, or by acombination of hardwired and wireless data links) through a network,both perform tasks. In a distributed system environment, program modulesmay be located in both local and remote memory storage devices.

Further, where appropriate, functions described herein can be performedin one or more of: hardware, software, firmware, digital components, oranalog components. For example, one or more application specificintegrated circuits (ASICs) can be programmed to carry out one or moreof the systems and procedures described herein. Certain terms are usedthroughout the description and claims to refer to particular systemcomponents. As one skilled in the art will appreciate, components may bereferred to by different names. This document does not intend todistinguish between components that differ in name, but not function.

At least some embodiments of the disclosure are directed to computerprogram products comprising such logic (e.g., in the form of software)stored on any computer useable medium. Such software, when executed inone or more data processing devices, causes a device to operate asdescribed herein.

The systems and methods described herein support playing a game with twoor more physical game pieces in a physical space (or physicalenvironment). In particular, each game piece can be identified by asensing device, such as a mobile computing device, a camera, an RFID(Radio-Frequency Identification) sensor, a Bluetooth low energy beacon,an IMU (Inertial Measurement Unit), and the like. In some embodiments,each game piece has an associated identification mechanism, such as anRFID tag, a visual code (e.g., a bar code or QR (Quick Response) code),distinct visual references recognized using computer vision, distinctcolors, visual patterns, IR identifiers, light wavelengths, pulsed lightpatterns, a unique Bluetooth beacon or other identifier. For example, asensing device can sense (or read) the RFID or visual code to identifythe type of game piece. As described herein, the game piece identity isused to determine the game piece's characteristics, movement and gameplay options for that game piece, and used to determine the results ofan engagement of the identified game piece with another game piece (ormultiple other game pieces) in the physical space. An engagement betweentwo game pieces may also be referred to as an interaction between thetwo game pieces.

In particular embodiments, a first user identifies a first game pieceusing a first sensing device and a second user identifies a second gamepiece using a second sensing device. The two sensing devices can alsodetermine the location of their respective game pieces within thephysical space. Based on the identity and location of each game piece,either of the sensing devices (or another computing system) cancalculate the results of an engagement between the two game pieces.

FIG. 1 illustrates an embodiment of a gaming environment 100 with twogame pieces. A first game piece 102 represents a dragon or othercharacter in a game that is played in gaming environment 100. A secondgame piece 104 represents a fighter or other character in the game thatis played in gaming environment 100. Game pieces 102 and 104 arephysical game pieces that can be handled, moved, and positioned by oneor more users, such as players in the game. Game piece 102 has anidentification mechanism 106, such as an RFID tag, a visual code, orother identifier. Game piece 104 also has an identification mechanism108, such as an RFID tag, a visual code, or other identifier. In someembodiments, identification mechanisms 106 and 108 may be embeddedwithin game pieces 102 and 104, respectively. For example, RFID tags maybe embedded within a game piece. Alternatively, one or both ofidentification mechanisms 106 and 108 may be positioned on an outersurface of game pieces 102, 104. For example, visual codes may beprinted on a game piece or printed on a substrate (or other material)that is attached to the game piece.

As discussed herein, identification mechanisms 106 and 108 can be read(or sensed) by sensing device, such as a mobile computing device, acamera, an RFID sensor, an IMU, or other device. In some embodiments,identification mechanisms 106 and 108 are the same type of mechanism(e.g., both are RFID tags or both are visual codes). In otherembodiments, identification mechanisms 106 and 108 are different typesof mechanisms (e.g., one is an RFID tag and the other is a visual code).

FIG. 2 illustrates an embodiment of a sensing device that is determiningan identity of a particular game piece. In the example of FIG. 2, asensing device 206 is positioned close to a game piece 202 by a user(e.g., a player of a game using game piece 202). For example, whensensing device 206 is positioned close to game piece 202, sensing device206 reads (or senses) an identity associated with an identificationmechanism 204. In a particular implementation, a user may move sensingdevice 206 near game piece 202 such that sensing device 206automatically identifies the game piece type (e.g., a dragon or afighter) by receiving the RFID value or determining the value identifiedby the visual code.

FIG. 3 illustrates an embodiment of a movement action associated with agame piece and simulated by moving the sensing device. As shown in FIG.3, a game piece 302 can be moved simultaneously with a sensing device304. For example, a user may grip (or grasp) game piece 302 and sensingdevice 304 at the same time using one or more of their hands. Game piece302 and sensing device 304 are moved together in a direction indicatedby an arrow 306. As discussed herein, sensing device 304 senses theidentity of game piece 302. Additionally, sensing device 304 may sensethe distance and direction of movement of game piece 302 based on themovement of sensing device 304.

FIG. 4 illustrates an embodiment of simulating a movement action with asensing device. In the example of FIG. 4, a sensing device 402 is movedin a direction indicated by an arrow 404. In this situation, themovement of sensing device 402 simulates movement of a game piece withinthe game environment. Thus, a user can grip sensing device 402 and moveit in the desired direction and distance of movement of the physicalgame piece, but the user is not required to grip or move the physicalgame piece.

FIG. 5 illustrates an embodiment of a physical movement of a game piecein a gaming environment. The example of FIG. 5 represents physicallymoving a game piece 502 after the movement has been simulated by sensingdevice 402 as described with respect to FIG. 4. In this situation, gamepiece 502 is moved to the destination position as simulated by sensingdevice 402 by moving game piece 502 as indicated by an arrow 504.

FIGS. 6-8 illustrate an embodiment of a first game piece engaging with asecond game piece. In the example of FIG. 6, a first game piece 602 isinitiating an engagement (or interaction) with a second game piece 604.A sensing device 606 determines the identity of first game piece 602 andmay determine the current location of first game piece 602.Additionally, a user may indicate a type of engagement to initiate, asdiscussed herein.

In the example of FIG. 7, sensing device 606 determines an identity ofsecond game piece 604 and may determine the current location of secondgame piece 604.

In the example of FIG. 8, multiple paths are possible between first gamepiece 602 and second game piece 604. As discussed herein, differentpaths may be followed based on obstacles or situations that requiredifferent types of movement of one or both game pieces 602, 604.

FIG. 9 illustrates an embodiment of measuring a distance between twogame pieces on a game board having a grid. The example of FIG. 9 shows afirst game piece 902 and a second game piece 904 separated by a distanceidentified as “d4”. The distance between game pieces 902 and 904 can bedetermined visually based on the grid pattern on the game board. Anarrow 906 shows a movement of game pieces 902 and/or 904 towards oneanother. The grid pattern on the game board also supports determinationof movement of game pieces 902 and/or 904 based on changes in positionof each game piece relative to the grid pattern. For example, theposition and movement of game pieces 902, 904 can be determined by asensing device such as a camera or a mobile computing device having acamera. Alternately, the camera may be used to determine the range ofmovement or interactions for a game piece which could then be displayedto the player.

FIG. 10 illustrates an embodiment of detecting a barrier between twogame pieces on a game board having a grid. The embodiment of FIG. 10 issimilar to the example of FIG. 9, but has an added barrier. Inparticular, a first game piece 1002 and a second game piece 1004 areseparated by a distance identified as “d4”. The distance between gamepieces 1002 and 1004 can be determined visually based on the gridpattern on the game board. A barrier 1006 is located between game pieces1002 and 1004 which prevents or alters the interaction of the two gamepieces. Although barrier 1006 may be a two-dimensional image on the gameboard, the two-dimensional image may represent a three-dimensionalobject that blocks movement of game pieces 1002 and 1004. As describedherein, barrier 1006 may have various characteristics (e.g., location,height, width, depth, type of barrier, and the like) that are used todetermine whether game pieces can move over or around the barrier. Thebarrier may be detected by any of the systems or methods discussedherein to identify game pieces (e.g., camera, RFID, etc.).

FIG. 11 illustrates an embodiment of a method 1100 for identifying gamepieces and their movement within a physical space. Initially, a sensingdevice determines 1102 an identity of a game piece in a physical space.The sensing device further detects 1104 a movement action associatedwith the game piece. Method 1100 continues as a computing devicecalculates 1106 a distance and a direction associated with the movementaction. The computing device then determines 1108 a result of themovement action based on the distance, the direction, and the identityof the game piece. In some embodiments, the computing device alsodetermines 1110 whether the game piece engages a second game piece (inthe physical space) based on the result of the movement. If thecomputing device determines that the game piece engages a second gamepiece, the computing device determines a result of the engagement.

In some embodiments, movement of a game piece (or other object) issimulated by moving a sensing device (such as a smart phone, mobiledevice, and the like) along a path of movement that the game piecefollows. In particular implementations, the described systems andmethods determine a distance that a game piece is moved by performing adouble integration of the acceleration of the movement of a sensingdevice. The acceleration of the sensing device may be determined, forexample, an IMU sensor or other component in the sensing device that candetect acceleration. Continuously integrating the acceleration over timeproduces a velocity of the sensing device. Then, continuouslyintegrating the velocity over time produces a distance traveled by thesensing device (thereby simulating the distance traveled by the gamepiece being moved).

In other embodiments, one or more cameras may be placed proximate thegame environment to capture one or more images of the game environmentfrom different perspectives. These one or more images are used todetermine the movement of game pieces in the game environment anddetermine distances moved by the various game pieces. For example, FIG.12 illustrates an embodiment of a gaming environment 1200 with multiplecameras 1202 and 1204 to capture multiple images from differentperspectives. In this example, cameras 1202 and 1204 are located withina smartphone or mobile device. In other embodiments, any type of cameramay be used to capture images. With two or more cameras, game pieces andother game elements can be identified with visual markers. The gamepieces can be tracked and their relative location determined throughtriangulation as they move and interact within the game environment. Avirtual copy of the location and movement information can be stored inmemory. This embodiment provides new user interface opportunities, suchas having a range of motion for individual game pieces displayed orallowing players to point between two game pieces they wish to haveinteract using computer vision.

FIG. 13 illustrates an embodiment of a method 1300 for setting up andplaying a game within a gaming environment. The game set up processbegins 1302 when a first player scans their game pieces in a physicalspace (also referred to as a gaming environment) with a first sensingdevice. For example, the first player may select a portion of allavailable game pieces for a particular game. The first player scansthose selected game pieces to register them as being active in theparticular game. Additionally, a second player scans 1304 their gamepieces in the physical space with a second sensing device. As discussedherein, the first sensing device and second sensing device may be amobile device (e.g., a smart phone or a tablet computing device), acamera, an RFID (Radio-Frequency Identification) sensor, an IMU(Inertial Measurement Unit), and the like capable of determining anidentifier associated with each game piece. The sensing device may beexecuting an application that supports identification of particulargames, game pieces, game activities, and the like. In some embodiments,the gaming environment may include a game board. Other embodiments areplayed in any environment that is not necessarily designed specificallyfor gaming activities. In some implementations, the first player and thesecond player use the same sensing device to scan their game pieces andperform other game-related activities, as discussed herein.

The game set up process may also include identifying terrain, obstacles,buildings, bridges, and the like that are active in a particular game.These game elements may also have identifiers (like the game pieces)that can be identified by a sensing device in the same manner as thegame pieces.

After both players' game pieces are scanned, the game is initiated 1306between the first player and the second player. This game initiation mayinclude selection of a particular game, parameters of the game, rules ofthe game, and the like. As the game begins, a first player identifies1308 a first game piece to move and identifies a second game piece (orother game element) for interacting with the first game piece. Forexample, the first game piece may attack the second game piece, transferresources to the second game piece, receive resources from the secondgame piece, and the like. The first player may identify the first gamepiece by scanning the first game piece with the first sensing device,then physically moving the first sensing device to scan the second gamepiece. Based on scanning the first and second game pieces, the firstsensing device determines the location of the first and second gamepieces and determines a distance between the first and second gamepieces. In some embodiments, the specific locations of the first andsecond game pieces are not determined. In these embodiments, method 1300determines a location of one game piece with respect to the other gamepiece. Additionally, the first sensing device may detect 1310 obstaclespositioned between the first game piece and the second game piece as thefirst sensing device is moved from the first game piece to the secondgame piece. These obstacles my include barriers to movement or elementsthat restrict certain gaming activities or interactions.

Method 1300 continues by determining 1312 a result of the interactionbetween the first game piece and the second game piece. For example, theresult of the interaction may include damage to one or both game pieces,increased strength or other features for one or both game pieces, andthe like. In some embodiments, the result of the interaction isdetermined by the first or second sensing device, another computingdevice, a remote server, and the like. In some situations, multipledevices may determine the result of the interaction and compare resultsto confirm the correct result. A message is communicated 1314 to thefirst player and/or the second player describing the result of theinteraction between the first and second game pieces. The message may becommunicated to the first sensing device, the second sensing device, orany other computing or sensing device. For example, the message mayindicate damage inflicted to a particular game piece, a game piece isdead, a game piece is not available, and the like. Data associated withthe interaction is uploaded 1316 to a server or other computing systemfor data backup, data sharing, and the like. Additionally, the uploadeddata may be used to update game data such as the location and/or statusof the game pieces.

In some embodiments, the sensing device, a mobile device, or a remoteserver maintains information associated with each game piece during theplaying of a particular game. For example, the information maintainedmay include the location of each game piece, the status of each gamepiece, and the like.

Although the example of FIG. 13 discusses two players, alternateembodiments may include any number of players engaged in a networkedgame. In some embodiments, players may be arranged into teams wheremultiple players work together as a team to defeat other teams ofplayers in a gaming environment. Additionally, in certainimplementations a player (or team of players) may compete against avirtual player or virtual team implemented by a computing system.

As a particular game is played, various rules and other game activitiesare monitored by (and enforced by) the sensing device or other computingsystem. In some situations, the rules and other game activities areimplemented using an application or algorithm implemented by the sensingdevice or other computing system. The rules and other game activitiesmay be updated by making appropriate changes to the application oralgorithm, and distributing those changes to all sensing devices andother computing systems.

In some embodiments, scanning game pieces (and other game elements)includes both identifying a particular game piece and determining anorientation of the particular game piece relative to another game pieceor relative to another game element. Determining the orientationrelative to another game piece may include identifying features of thegame piece (e.g., features on the game piece itself (such as acharacter's face) or on the base of the game piece). In someembodiments, a front of a game piece may be a first color and the backof the same game piece may be a second color. As a sensing device ispositioned near a game piece, the sensing device can identify colors ofthe game piece or information on the base of the game piece to determinethe game piece's orientation.

FIG. 14 illustrates an embodiment of a method 1400 for determining theresults of an engagement between two game pieces. Initially, a firstgame piece is identified 1402 for interaction. A second game piece isthen identified 1404 for interacting with the first game piece. Forexample, the first and second game pieces may engage in a fight or otherinteraction. Method 1400 continues by accessing 1406 a dodge percentagefrom a data source. The data source may be any type of storage mechanismcapable of storing any type of data. In some embodiments, the datasource may store data in lookup tables or other data structures.Previous attack data and terrain data is accessed 1408 from the datasource. Additionally, attack combat values are accessed 1410 from thedata source. Method 1400 also accesses 1412 damage type and defensivevalues from the data source. Finally, damage drop off data (over ameasured range) is accessed 1414 from the data source.

Method 1400 also calculates 1416 a hit percentage and a damage using theequations shown in FIG. 14. For example, the hit percentage mayrepresent the likelihood of a weapon or other item hitting an intendedtarget, such as a game piece or other game element. The damage mayrepresent the amount of damage inflicted on the intended target. In thecalculations 1416, AC1:DC2(A) represents the results from a lookup tableof percentage of a hit for a selected attack X versus a target at therange determined between the first and second game pieces. DD2represents an ability of a game piece to dodge an attack from anothergame piece. PA is the number of previous attacks a game piece hasreceived in the current turn or episode of the game. For example, if agame piece has received several recent attacks, its ability to defendagainst another attack may be reduced. TE represents an increase orreduction in the accuracy of an attack based on the terrain. Forexample, a wooded area may reduce the accuracy of attack as compared toan open field.

As shown in FIG. 14, when calculating 1416 the damage, CV1 represents anattack combat value for a selected attack by a game piece. CVA1:DVA2(Z)represents the results from a lookup table for damage type of unit 1(e.g., heat, kinetic, energy) versus a defensive value of the unit todetermine effectiveness. DV2 is the total defensive value for unit 2.CVA1(Z)RD represents a percentage damage drop off of a selected attackover a range of distances. For example, some weapons inflict less damageas their distance from the target increases. MR is the measured rangebetween the two game pieces involved in the interaction.

In alternate embodiments, the hit percentage and/or damage may becalculated using a random number generator.

FIG. 15 illustrates an embodiment of a display 1500 showing a range ofmovement 1504 for a game piece 1502. In this example, hexagons representunits of distance printed on a game map, or gaming surface, used for thepurpose of determining movement and the range of interaction betweengame pieces. In alternate embodiments, these units could be representedas squares, or other printed shapes or patterns. Additionally, it ispossible to project the distance of movement or interaction through adisplay as determined by a camera based on distance from the gamesurface.

The described systems and methods are illustrated herein with referenceto a game environment. However, the systems and methods discussed hereinmay be applied in any type of environment or system. For example, thesystems and methods are useful in education, instruction, and safety. Insome embodiments, a scientist or science student can quickly identifycombinations of chemicals or other ingredients that may be hazardouswhen combined together. Other embodiments may provide specificinstructions on how to safely combine ingredients or achieve aparticular affect through rules that are captured in a softwareapplication. In some implementations, the systems and methods areapplied in a cooking or baking environment in which directions areprovided for selecting recipes based on existing ingredients.Additionally, directions may be provided on how to select ingredients,steps to prepare with each ingredient (e.g., mixing, shredding, andslicing), and the like.

In particular embodiments, students may interact with different pieces,components, or physical representations that are uniquely identifiablevisually or that have an identifying piece of electronics (e.g., RFID orBLE Beacon) embedded in them to determine the effect of interactionsbetween them. For example, a student may learn what would happen whenspecific pieces of DNA are combined or when different plants arehybridized with each other. A software application can show the resultsof the experiment or interaction.

The described systems and methods are also useful for safetyapplications to ensure that chemicals or items that are dangerous inproximity to each other are maintained at a safe distance. Using the IMUor camera as a visual measuring device, the chemicals' proximity to eachother could be established and safety rules displayed. In someembodiments, sensors in a mobile device that are useful in establishingsafe storage could include a built-in temperature sensor to monitortemperatures especially related to chemicals that are volatile inspecific temperature ranges.

Additionally, the systems and methods described herein are useful insituations where complex interaction between items can be crucial to theoutcome of a particular assembly. For example, the systems and methodsmay uniquely identify parts that are being assembled (e.g., visually orvia RFID) and determine how the parts interact with each other via asoftware application executing on a mobile device. This may acceleratethe assembly process and help avoid incorrect assembly of parts. In someembodiments, the systems and methods can optimize a manufacturing lineor assembly process where the proximity of components and tools (and howthey fit together) is critical. By identifying the distance andinteraction between each element of the assembly process, optimalconfiguration of the assembly line is established by placing the itemsand using the software system to determine optimal placement of itemsrelative to each other based on the assembly time, which tools and itemsare used together, and the like.

In another environment, the systems and methods described herein mayresolve sound patterns for one or more speakers being positioned in aroom. For example, a mobile device may be used to identify an initiallocation of one or more speakers using RFID, visual indicators, and thelike. An application executing on the mobile device may provide adviceon where to position additional speakers, based on a listener sittingposition, for optimal sound quality by modeling the acoustic signatureof each speaker. Alternate embodiments may use a similar technique formicrophone placement and the like.

FIG. 16 illustrates an embodiment of a sensing device 1600. As shown inFIG. 16, sensing device 1600 includes a communication module 1602, aprocessor 1604, and a memory 1606. Communication module 1602 allowssensing device 1600 to communicate with other systems, such as othersensing devices, computing devices, and the like. For example,communication module 1602 may communicate with other sensing devicesinvolved in a particular game and may communicate with one or morecomputing systems that perform various calculations associated with thegame.

Processor 1604 executes various instructions to implement thefunctionality provided by sensing device 1600, as discussed herein.Memory 1606 stores these instructions as well as other data used byprocessor 1604 and other modules and components contained in sensingdevice 1600.

Additionally, sensing device 1600 includes a game piece identificationmodule 1608 that identifies a type of game piece (or other game element)and, in some embodiments, a specific game piece that has a uniqueidentifier. As discussed herein, a game piece may be identified using anRFID code, visual codes, and the like. A movement module 1610 determinesmovement of a game piece based on movement of sensing device 1600 or byanalyzing data (e.g., camera images) containing information associatedwith game piece movement. An engagement module 1612 determines a resultof an engagement (or interaction) between two or more game pieces, suchas a battle or other interaction during a game. In some embodiments,engagement module 1612 communicates with other devices, such ascomputing devices, via communication module 1602. These other devicesmay perform all (or a portion) of the calculations necessary todetermine the results of an engagement and communicate the results toengagement module 1612 via communication module 1602.

Sensing device 1600 also includes a camera 1614 and an image processingmodule 1616. Camera 1614 may capture images of game pieces, gameelements, and a gaming environment to identify game pieces, identifygame elements, and calculate distances between game pieces. The imagescaptured by camera 1614 are also useful to determine locations of gamepieces and other game elements within the gaming environment. Imageprocessing module 1616 analyzes the captured images to identify gamepieces, calculate distances, and determine locations of game pieceswithin the gaming environment.

Sensing device 1600 further includes an RFID sensing module 1618 thatdetects RFID signals from game pieces or other game elements in a gamingenvironment. As discussed herein, the RFID signals may be used toidentify a type of game piece or a specific game piece in a gamingenvironment. An inertial measurement unit 1620 detects movement andforces associated with sensing device 1600, as discussed herein. Abarometer 1622 is useful for determining an altitude or altitudechanges. In sensing device 1600, barometer 1622 can determine heightchanges of sensing device 1600 (e.g., changes in height relative to asurface in a gaming environment). In some embodiments, barometer 1622can determine changes in height of sensing device 1600 as the devicesimulates movement of a game piece or other game element.

FIG. 17 illustrates an example block diagram of a computing device 1700.Computing device 1700 may be used to perform various procedures, such asthose discussed herein. For example, computing device 1700 may performany of the functions or methods of the computing devices describedherein, the sensing devices described herein, and/or any other computingentity. Computing device 1700 can perform various functions as discussedherein, and can execute one or more application programs, such as theapplication programs or functionality described herein. Computing device1700 can be any of a wide variety of computing devices, such as adesktop computer, a notebook computer, a server computer, a handheldcomputer, tablet computer, a wearable device, a smartphone, and thelike.

Computing device 1700 includes one or more processor(s) 1702, one ormore memory device(s) 1704, one or more interface(s) 1706, one or moremass storage device(s) 1708, one or more Input/Output (I/O) device(s)1710, and a display device 1730 all of which are coupled to a bus 1712.Processor(s) 1702 include one or more processors or controllers thatexecute instructions stored in memory device(s) 1704 and/or mass storagedevice(s) 1708. Processor(s) 1702 may also include various types ofcomputer-readable media, such as cache memory.

Memory device(s) 1704 include various computer-readable media, such asvolatile memory (e.g., random access memory (RAM) 1714) and/ornonvolatile memory (e.g., read-only memory (ROM) 1716). Memory device(s)1704 may also include rewritable ROM, such as Flash memory.

Mass storage device(s) 1708 include various computer readable media,such as magnetic tapes, magnetic disks, optical disks, solid-statememory (e.g., Flash memory), and so forth. As shown in FIG. 17, aparticular mass storage device is a hard disk drive 1724. Various drivesmay also be included in mass storage device(s) 1708 to enable readingfrom and/or writing to the various computer readable media. Mass storagedevice(s) 1708 include removable media 1726 and/or non-removable media.

I/O device(s) 1710 include various devices that allow data and/or otherinformation to be input to or retrieved from computing device 1700.Example I/O device(s) 1710 include cursor control devices, keyboards,keypads, microphones, monitors or other display devices, speakers,printers, network interface cards, modems, and the like.

Display device 1730 includes any type of device capable of displayinginformation to one or more users of computing device 1700. Examples ofdisplay device 1730 include a monitor, display terminal, videoprojection device, and the like.

Interface(s) 1706 include various interfaces that allow computing device1700 to interact with other systems, devices, or computing environments.Example interface(s) 1706 may include any number of different networkinterfaces 1720, such as interfaces to local area networks (LANs), widearea networks (WANs), wireless networks, and the Internet. Otherinterface(s) include user interface 1718 and peripheral device interface1722. The interface(s) 1706 may also include one or more user interfaceelements 1718. The interface(s) 1706 may also include one or moreperipheral interfaces such as interfaces for printers, pointing devices(mice, track pad, or any suitable user interface now known to those ofordinary skill in the field, or later discovered), keyboards, and thelike.

Bus 1712 allows processor(s) 1702, memory device(s) 1704, interface(s)1706, mass storage device(s) 1708, and I/O device(s) 1710 to communicatewith one another, as well as other devices or components coupled to bus1712. Bus 1712 represents one or more of several types of busstructures, such as a system bus, PCI bus, IEEE bus, USB bus, and soforth.

For purposes of illustration, programs and other executable programcomponents are shown herein as discrete blocks, although it isunderstood that such programs and components may reside at various timesin different storage components of computing device 1700, and areexecuted by processor(s) 1702. Alternatively, the systems and proceduresdescribed herein can be implemented in hardware, or a combination ofhardware, software, and/or firmware. For example, one or moreapplication specific integrated circuits (ASICs) can be programmed tocarry out one or more of the systems and procedures described herein.

While various embodiments of the present disclosure are describedherein, it should be understood that they are presented by way ofexample only, and not limitation. It will be apparent to persons skilledin the relevant art that various changes in form and detail can be madetherein without departing from the spirit and scope of the disclosure.Thus, the breadth and scope of the present disclosure should not belimited by any of the described exemplary embodiments, but should bedefined only in accordance with the following claims and theirequivalents. The description herein is presented for the purposes ofillustration and description. It is not intended to be exhaustive or tolimit the disclosure to the precise form disclosed. Many modificationsand variations are possible in light of the disclosed teaching. Further,it should be noted that any or all of the alternate implementationsdiscussed herein may be used in any combination desired to formadditional hybrid implementations of the disclosure.

The invention claimed is:
 1. A method comprising: determining, using asensing device, an identity of a game piece in a physical space;detecting, by the sensing device, a movement action associated with thegame piece; calculating, by a computing device, a distance and directionassociated with the movement action; and determining, by the computingdevice, a result of the movement action based on the distance, thedirection, and the identity of the game piece; wherein the detecting ofthe movement action associated with the game piece comprises detecting amovement of the sensing device.
 2. The method of claim 1, wherein thegame piece engages with a second game piece in the physical space. 3.The method of claim 1, wherein the movement action includes at least oneof a horizontal movement of the game piece, a vertical movement of thegame piece, or a combination of a horizontal and vertical movement ofthe game piece.
 4. The method of claim 1, wherein the movement action isdefined by moving the sensing device along a proposed path of the gamepiece.
 5. The method of claim 1, further comprising communicating theresult of the movement action to a second computing device in thephysical space.
 6. The method of claim 5, wherein the second computingdevice is associated with a second game piece in the physical space. 7.The method of claim 1, further comprising communicating the result ofthe movement action to a remote computing system located outside thephysical space.
 8. The method of claim 1, wherein determining theidentity of the game piece includes at least one of determining an RFID(Radio-Frequency Identification) associated with the game piece,capturing an image of the game piece, identifying a Bluetooth low energybeacon associated with the game piece, identifying a pulsed lightpattern emitted by the game piece, or analyzing a visual code associatedwith the game piece.
 9. The method of claim 1, further comprisingdetermining, by the computing device, whether any obstacles are presentalong a movement path of the game piece.
 10. The method of claim 1,wherein the sensing device is at least one of a mobile computing device,a camera, an RFID (Radio-Frequency Identification) sensor, or an IMU(Inertial Measurement Unit).
 11. The method of claim 1, wherein thesensing device is incorporated into the computing device.
 12. The methodof claim 1, wherein the sensing device is associated with the gamepiece.
 13. An apparatus comprising: a sensing device configured todetermine an identity of a first game piece and a second game piece in aphysical space, the sensing device configured to detect movement of thefirst game piece or the second game piece by detecting movement of thesensing device, the sensing device a further configured to calculate adistance and direction associated with the movement action; and acomputing device configured to determine a result of an interactionbetween the first game piece and the second game piece based on thedistance, the direction, the identity of the first game piece, and theidentity of the second game piece.
 14. The apparatus of claim 13,wherein the sensing device determines the identity of the first gamepiece by performing at least one of determining an RFID (Radio-FrequencyIdentification) associated with the game piece, capturing an image ofthe game piece, identifying a Bluetooth low energy beacon associatedwith the game piece, identifying a pulsed light pattern emitted by thegame piece, or analyzing a visual code associated with the game piece.15. The apparatus of claim 13, wherein the sensing device is at leastone of a mobile computing device, a camera, an RFID (Radio-FrequencyIdentification) sensor, or an IMU (Inertial Measurement Unit).
 16. Theapparatus of claim 13, further comprising a communication moduleconfigured to communicate the result of the interaction to a remotecomputing system located outside the physical space.
 17. The apparatusof claim 13, wherein the sensing device is further configured to detecta movement action associated with the first game piece or the secondgame piece.
 18. A method comprising: determining, using a sensingdevice, an identity of a first game piece in a physical space;determining, using the sensing device, an identity of a second gamepiece in the physical space; identifying an interaction between thefirst game piece and the second game piece in the physical space;calculating, by a computing device, a result of the interaction betweenthe first game piece and the second game piece; and updating, by thecomputing device, game data associated with the first game piece and thesecond game piece based on the result of the interaction, wherein theidentifying of the interaction between the first game piece and thesecond game piece comprises detecting a movement action of at least oneof the first game piece and the second game piece by detecting amovement of the sensing device.
 19. The method of claim 18, furthercomprising communicating the result of the interaction to a secondcomputing device in the physical space.
 20. The method of claim 18,wherein the sensing device is at least one of a mobile computing device,a camera, an RFID (Radio-Frequency Identification) sensor, or an IMU(Inertial Measurement Unit).